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When you began to fall, you had no idea how long the drop would be. It was so dark in the pit that you could not see the bottom, and you weren't really sure that there might not be spikes or sharp stones awaiting you, ready to puncture your body and send your soul straight beyond the Black Gates where Death awaits. Midway through the fall, you reached a state of acceptance, just in case you really were about to die. You remembered all the things about your life - well, at least all the things that were able to come to your mind in the short time you had left. Basic things.
Things like your name. What is your name? (A)
You're what some might call an adventurer. You have your own reasons for why you didn't just settle down, learn a trade, and start a family. Those don't readily occur to you quite at the moment, but you do recall that you're trained as a (B)
You would have had more time to consider your background, but it turns out it was a shorter drop than you had anticipated, and instead of a sharp, jagged, life-tearing surface you are instead greeted by a cold, wet, muck-filled surface that absorbs the impact of your fall with a loud *schlorp!*
You grunt and sit up, dripping with muck, feeling it seep beneath your clothes, dampening your body. Ugh. Fantastic, you think. Depending on what is in this sludge, death might have been preferable.
Two loud yalps signify the imminent arrival of your companions, and wisely you dive to the side, landing face first in some more muck, but avoiding being flattened by the two new arrivals. They rise from the sludge, sounding none the more happier about it than you were. You can barely make them out in the low light from above, but you're certain about who they are. They're adventurers like yourself, thrown into the very same situation you now find yourself in.
The one on the left is a (C) and the other one is a (D).
"This is a fine mess," says one of your companions, wiping the grime from his eyes.
"Not that fine," says the other one, scowling as she glances up at the source of the light, noting as you have that there doesn't seem to be any way to get back up to that level. "How the heck did we let this happen?"
Yeah... how did you? (E)
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CURRENT STATS
Ariel's Stats:
Things like your name. What is your name? (A)
You're what some might call an adventurer. You have your own reasons for why you didn't just settle down, learn a trade, and start a family. Those don't readily occur to you quite at the moment, but you do recall that you're trained as a (B)
Please choose from:
Bard
Cleric
Druid
Fighter
Paladin
Ranger
Thief
Wizard
Bard
Cleric
Druid
Fighter
Paladin
Ranger
Thief
Wizard
You would have had more time to consider your background, but it turns out it was a shorter drop than you had anticipated, and instead of a sharp, jagged, life-tearing surface you are instead greeted by a cold, wet, muck-filled surface that absorbs the impact of your fall with a loud *schlorp!*
You grunt and sit up, dripping with muck, feeling it seep beneath your clothes, dampening your body. Ugh. Fantastic, you think. Depending on what is in this sludge, death might have been preferable.
Two loud yalps signify the imminent arrival of your companions, and wisely you dive to the side, landing face first in some more muck, but avoiding being flattened by the two new arrivals. They rise from the sludge, sounding none the more happier about it than you were. You can barely make them out in the low light from above, but you're certain about who they are. They're adventurers like yourself, thrown into the very same situation you now find yourself in.
The one on the left is a (C) and the other one is a (D).
Choose a class for each from the same list as before. No duplicates. This isn't gonna be a party of clerics. I'm looking at you min maxers...
"This is a fine mess," says one of your companions, wiping the grime from his eyes.
"Not that fine," says the other one, scowling as she glances up at the source of the light, noting as you have that there doesn't seem to be any way to get back up to that level. "How the heck did we let this happen?"
Yeah... how did you? (E)
Give a suggestion as to why you are in this pit.
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CURRENT STATS
Ariel's Stats:
Ariel the Bard
Level 2
Next Level Exp: 4/9
Alignment: Good (Gain EXP when using your arcane art to aid someone else)
Race: Human (When first entering a civilized settlement, someone who respects the code of minstrels will offer you lodging.)
Appearance:
Attributes [modifiers]:
Str 8 [-1] (WEAK -1)
Dex 16 [+2]
Con 12 [+0]
Int 13 [+1]
Wis 9 [+0]
Cha 16 [+2]
Damage Die: d6
HP: 10/18
Armor: 0
Special Moves
Arcane Art - Roll Charisma to either heal an ally 1d8, add 1d4 to their next damage result, restore their mind from enchantment/fear, or increase the next aid bonus they receive to +2
Bardic Lore - When performing a lore check, use Charisma instead of Intelligence. Expertise in Dragon Lore gains a further +1 bonus. (Readers will be required to invent the Tale in which you heard this information.)
Charming and Open - When you speak frankly to someone, you may learn something about them, but they will in turn learn something about you. Things that can be learned: "Who do you serve?" "What do you wish I would do?" "How can I get you to _____?" "What are you really feeling right now?" "What do you desire?"
Well-Traveled - When returning to civilized settlement, you will know how it has changed in your absence.
Dragonsong - When you unleash a crazed musical performance, choose a target whose passions are enflamed by your dragonsong. You can choose to enflame their rage, greed, or lust. On a full success, they will immediately attack (or steal or molest, as appropriate) their nearest target (ally or not). On a partial success, they will still do this, but they will be invigorated by the song and receive a bonus for the rest of the scene.
Current bonds with your companions:
You sang stories of Hadrian long before you ever met him in person. He and the storied knights of Jorn are famed throughout the lands.
This is not your first adventure with Elise. You grew up near her during your childhood, and met her again in a major city. You have traveled with her as she was performing her novice duties for her priesthood.
Gear (Load 0/9)
You are currently holding nothing. (0 weight).
Level 2
Next Level Exp: 4/9
Alignment: Good (Gain EXP when using your arcane art to aid someone else)
Race: Human (When first entering a civilized settlement, someone who respects the code of minstrels will offer you lodging.)
Appearance:
Attributes [modifiers]:
Str 8 [-1] (WEAK -1)
Dex 16 [+2]
Con 12 [+0]
Int 13 [+1]
Wis 9 [+0]
Cha 16 [+2]
Damage Die: d6
HP: 10/18
Armor: 0
Special Moves
Arcane Art - Roll Charisma to either heal an ally 1d8, add 1d4 to their next damage result, restore their mind from enchantment/fear, or increase the next aid bonus they receive to +2
Bardic Lore - When performing a lore check, use Charisma instead of Intelligence. Expertise in Dragon Lore gains a further +1 bonus. (Readers will be required to invent the Tale in which you heard this information.)
Charming and Open - When you speak frankly to someone, you may learn something about them, but they will in turn learn something about you. Things that can be learned: "Who do you serve?" "What do you wish I would do?" "How can I get you to _____?" "What are you really feeling right now?" "What do you desire?"
Well-Traveled - When returning to civilized settlement, you will know how it has changed in your absence.
Dragonsong - When you unleash a crazed musical performance, choose a target whose passions are enflamed by your dragonsong. You can choose to enflame their rage, greed, or lust. On a full success, they will immediately attack (or steal or molest, as appropriate) their nearest target (ally or not). On a partial success, they will still do this, but they will be invigorated by the song and receive a bonus for the rest of the scene.
Current bonds with your companions:
You sang stories of Hadrian long before you ever met him in person. He and the storied knights of Jorn are famed throughout the lands.
This is not your first adventure with Elise. You grew up near her during your childhood, and met her again in a major city. You have traveled with her as she was performing her novice duties for her priesthood.
Gear (Load 0/9)
You are currently holding nothing. (0 weight).
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